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> Chummer Character Generator, Thread #2
karhig
post Apr 10 2012, 07:11 AM
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QUOTE (Nebular @ Apr 10 2012, 12:12 AM) *
There is no mechanism for re-reading the XML for equipment. Removing and re-adding them is the only way around this. It's setup this way so that if the custom data file goes missing (or is not present on the laptop you copy the character to for example), the character is still usable since they have a copy of it. This isn't something I plan on changing.

I have added support for multiple Underbarrel Weapons in the new update, as I'll describe below. (IMG:style_emoticons/default/biggrin.gif)


One out of two requested completed in a day isn't too shabby (IMG:style_emoticons/default/wink.gif) Thanks (IMG:style_emoticons/default/smile.gif)

I understand the motivation to not re-read the weapon every time to ensure that data doesn't 'vanish' if the datafile is missing, but a manual re-read wouldn't prevent this functionality as it would be triggered by the user on-demand. You could even put a sanity check on it so that if an item of the same name isn't found in the datafiles, no re-read is performed. Go on, you know you want to (IMG:style_emoticons/default/biggrin.gif)
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Hellfire
post Apr 10 2012, 10:07 AM
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QUOTE (Nebular @ Apr 7 2012, 04:29 PM) *
I'll have the error fixed in the next update. As for them appearing, there are a few conditions. For Activesofts, the character needs to have access to Skillwires - either from Skillwires, Stirrup Interface or Move-by-Wire System pieces of Cyberware, or the Biowire Echo. For Knowsofts or Linguasofts, the character needs a Datajack or Sim Module, or a Custom Improvement that gives them Skillsoft Access. You also need to add the Skill to their Knowledge Skill list at Rating 0. The Skill name must match the value you selected for the Knowsoft/Linguasoft. For example, if you selected a Linguasoft and Spanish as its value, you'd need to add a new Knowledge Skill, enter Spanish as its name, and select Language for its category.

EDIT: Since the Skillsoft thing is coming up more frequently, I've put together a how-to page for them on the Chummer Wiki. (IMG:style_emoticons/default/smile.gif)


Thanks for the update, now chummer doesn't throw an error when trying to equip/unequip hacked skillsoft, however the skill is still not added to the character even though all other requirements are met (skillwire at appr. level and datajack), I have tried it with hacked Software, Negotiation and Con skillsofts.
btw. adding hacked skillsoft clusters (like Manadyne Archmage) shows all skills when printing the character or selecting the "skills" register, however in this case only the parent group is marked "hacked", not the individual sub-software. I therefore guess that it has something to do with the "hacked" marking.

best regards
Hellfire
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Buccaneer
post Apr 10 2012, 10:22 AM
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Could you please exclude the safehousecosts from the result file of the "Verify Data File" function? There is no need to translate them so they needn't to be written in the file.
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Nebular
post Apr 10 2012, 10:51 PM
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QUOTE (Hellfire @ Apr 10 2012, 05:07 AM) *
Thanks for the update, now chummer doesn't throw an error when trying to equip/unequip hacked skillsoft, however the skill is still not added to the character even though all other requirements are met (skillwire at appr. level and datajack), I have tried it with hacked Software, Negotiation and Con skillsofts.
btw. adding hacked skillsoft clusters (like Manadyne Archmage) shows all skills when printing the character or selecting the "skills" register, however in this case only the parent group is marked "hacked", not the individual sub-software. I therefore guess that it has something to do with the "hacked" marking.

best regards
Hellfire

Gah! Never even occurred to me that the Hacked bit would cause it to not match. I'll have this fixed in the next update.
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Nebular
post Apr 10 2012, 10:52 PM
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QUOTE (Buccaneer @ Apr 10 2012, 05:22 AM) *
Could you please exclude the safehousecosts from the result file of the "Verify Data File" function? There is no need to translate them so they needn't to be written in the file.

Completely forgot there was an exception for Lifestyles in the validation code. I'll add the one for <safehousecosts> in the next update.
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Makki
post Apr 11 2012, 04:14 PM
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1. I had a rare problem only occuring once in a special case: I grabed Stealth Group at 4 during Chargen and it was grayed out later during career mode impossible to improve with karma.

2. If I have a character with a magic or resonance attribute, e.g. Ghoul or TM etc., and install 'ware for my essence to drop, the programm instantly calculates BP cost for special attribute in order to maintain at least MAG/RES 1. So far, correct. However, if I decide to have an MAG/RES attribute of 0, this should not cost me any BP. Sure, this would be a rediculous decision for a mage or a TM, but an Infected can very well have zero magic.

Edit: 2nd seems to work once I drop beneath 1 Essence
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Nebular
post Apr 11 2012, 04:41 PM
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QUOTE (Makki @ Apr 11 2012, 10:14 AM) *
1. I had a rare problem only occuring once in a special case: I grabed Stealth Group at 4 during Chargen and it was grayed out later during career mode impossible to improve with karma.

2. If I have a character with a magic or resonance attribute, e.g. Ghoul or TM etc., and install 'ware for my essence to drop, the programm instantly calculates BP cost for special attribute in order to maintain at least MAG/RES 1. So far, correct. However, if I decide to have an MAG/RES attribute of 0, this should not cost me any BP. Sure, this would be a rediculous decision for a mage or a TM, but an Infected can very well have zero magic.

Edit: 2nd seems to work once I drop beneath 1 Essence

#1 was fixed up a few builds ago. If this is affecting a character that was made, you can unlock the Skill Group by editing their save file and changing <broken>True</broken> to <broken>False</broken> for the Skill Group.

I'll have #2 fixed up in tomorrow's update. If you set MAG/RES to 0, regardless of being forced to it from burnout, it will cost you 0 BP/Karma.
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Nebular
post Apr 11 2012, 06:39 PM
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QUOTE (Tashiro @ Apr 9 2012, 08:49 PM) *
Is there a chance of having a 're-roll failed dice' option for the dice roller, for when someone spends an edge to re-roll dice? Have it add the Hits from the re-roll to the Hits for the first roll.

It'll be in tomorrow's update. Might push it out tonight if nothing else big comes up in the next few hours.
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Nebular
post Apr 11 2012, 09:42 PM
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Something has to go right this week. Hopefully it's this. (IMG:style_emoticons/default/nyahnyah.gif)

Build 363
  • <safehousecosts /> in lifestyles.xml is now ignored when validating the contents of data file translations
  • Hacked Skillsofts are now correctly applied to Skills
  • character Gear and Vehicle Gear are no longer limited to being 4 layers deep
  • attempting to move Gear to one of its plugins now prevents the attempt instead of throwing an error
  • added support for Locations within Vehicles (Gear can be moved to Locations by dragging and dropping with the right mouse button in the same manner as the Gear tab)
  • setting MAG or RES to 0 when it is not forced to this value because of burnout now reduces its BP/Karma cost to 0
  • added a Re-Roll Misses button to the Dice Roller window to re-roll all dice that did not score a Hit
  • corrected the tab order in all windows
New Strings
  • Button_DiceRoller_RollMisses
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ShadowWalker
post Apr 12 2012, 08:09 PM
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QUOTE (Nebular @ Apr 11 2012, 05:42 PM) *
Something has to go right this week. Hopefully it's this. (IMG:style_emoticons/default/nyahnyah.gif)

Build 363
  • <safehousecosts /> in lifestyles.xml is now ignored when validating the contents of data file translations
  • Hacked Skillsofts are now correctly applied to Skills
  • character Gear and Vehicle Gear are no longer limited to being 4 layers deep
  • attempting to move Gear to one of its plugins now prevents the attempt instead of throwing an error
  • added support for Locations within Vehicles (Gear can be moved to Locations by dragging and dropping with the right mouse button in the same manner as the Gear tab)
  • setting MAG or RES to 0 when it is not forced to this value because of burnout now reduces its BP/Karma cost to 0
  • added a Re-Roll Misses button to the Dice Roller window to re-roll all dice that did not score a Hit
  • corrected the tab order in all windows
New Strings
  • Button_DiceRoller_RollMisses


Awsome!!
One question, how do you delete locations? Just noticed you can't delete them in gear or vehicles.
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Nebular
post Apr 12 2012, 08:16 PM
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QUOTE (ShadowWalker @ Apr 12 2012, 03:09 PM) *
Awsome!!
One question, how do you delete locations? Just noticed you can't delete them in gear or vehicles.

Just need to select the Location then click the Delete Vehicle button (or hit the Delete key). The button's text is a little... misleading. (IMG:style_emoticons/default/nyahnyah.gif) It also asks you to confirm twice. Once "Are you sure you want to delete this Vehicle/Plugin" and once for "Are you sure you want to delete this Vehicle Location." (IMG:style_emoticons/default/wobble.gif)
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Nebular
post Apr 13 2012, 09:01 PM
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Build 365
  • pressing the up and down arrows while the search field has focus now selects the next/previous item in the list in the Select Spell and Select Complex Form windows
  • fixed an issue where selecting Gear that is a Cyberware plugin could occasionally result in an error being thrown
  • deleting a Vehicle Location no longer asks you to confirm deleting the item twice
  • all buttons that delete items are now simply labeled as Delete since the tab and selected item provide the context (and were never consistently applied using their old ones)
Delete Strings
  • Button_DeleteQuality
  • Button_DeleteSpell
  • Button_DeleteComplexForm
  • Button_DeleteCritterPower
  • Button_DeleteMetamagic
  • Button_DeleteEcho
  • Button_DeleteLifestyle
  • Button_DeleteArmor
  • Button_DeleteWeapon
  • Button_DeleteGear
  • Button_DeleteVehicle
  • Button_DeleteMod
  • Button_DeleteAccessory
  • Button_DeleteImprovement
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TeChameleon
post Apr 14 2012, 02:55 AM
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Love this program, it's made getting into Shadowrun a lot easier. Kudos and thanks!

Ran into kind of an oddball glitch when attempting to set up a Troll Adept, though- at least, assuming my newbness with Shadowrun isn't tripping me up someplace.

I took the Exceptional Attribute (AGI) quality on him, set his agility to 5, and then took the Improved Attribute (AGI) to get the agility to 6 on the cheap (or at least cheaper than 25 BP). Thing is, Chummer seems to have decided that increasing it to six was above the trollish racial max, despite the Exception Attribute (AGI) quality, and charged double the Power Point cost for it.

So... is that actually a glitch, or is there some kind of rule that makes Exceptional Attribute basically useless with Adept Powers except as a way to raise your boosted max? Because if there is, that kind of sucks given how expensive the quality is >.<
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ShadowWalker
post Apr 14 2012, 03:28 AM
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When I add a commlink to the cyberware commlink it works fine, but as soon as I try to add anything to the commlink I get an exception. Can't delete the Commlink either.
Also I am getting exceptions when I try to add mods to helmets and full helmets.
Also get an exception when I try to do an Add & More, and when I click on the mod after it's added. Can't delete the Mod either.
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SpellBinder
post Apr 14 2012, 05:18 AM
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Just did a quick test to see if I could get the same results as TeChameleon, and I did. I also tested the Metagenetic Improvement quality and Genetic Optimization gene treatment and all return the same results with Improved Physical Attribute adept power; only tested with the troll/agility scenario, but I expect the results will be the same across the board.

As each are written, they all improve the natural maximum of whatever attribute they are chosen for (and AFAIK they stack this way, too). The adept power does directly state that exceeding your natural maximum then costs double the power points. I would say this is a major glitch, though I find it interesting that the BP cost calculates as it's supposed to.

Added: I can't duplicate ShadowWalker's cyberware commlink issue with a new character file, nor an older one (as long as I remove and re-add the cyberware commlink; not doing that throws a "you can't do that" kind of message instead). Did get the helmets issue with an older character file, but not a new one. Note that this is also by adding a new helmet to an older character as said character file didn't have a helmet in his inventory to begin with.
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Makki
post Apr 14 2012, 01:40 PM
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would you mind adding the Huitzilpochtli Cyborg drone from Ghost Cartels?
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Nebular
post Apr 14 2012, 03:16 PM
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QUOTE (TeChameleon @ Apr 13 2012, 09:55 PM) *
Love this program, it's made getting into Shadowrun a lot easier. Kudos and thanks!

Ran into kind of an oddball glitch when attempting to set up a Troll Adept, though- at least, assuming my newbness with Shadowrun isn't tripping me up someplace.

I took the Exceptional Attribute (AGI) quality on him, set his agility to 5, and then took the Improved Attribute (AGI) to get the agility to 6 on the cheap (or at least cheaper than 25 BP). Thing is, Chummer seems to have decided that increasing it to six was above the trollish racial max, despite the Exception Attribute (AGI) quality, and charged double the Power Point cost for it.

So... is that actually a glitch, or is there some kind of rule that makes Exceptional Attribute basically useless with Adept Powers except as a way to raise your boosted max? Because if there is, that kind of sucks given how expensive the quality is >.<

Whoops! Yes, this is indeed a bug. It's using the Metatype's natural maximums instead of including any improvements to the natural maximum, such as the one from Exceptional Attribute! I'll have this fixed in the next update.
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Nebular
post Apr 14 2012, 03:35 PM
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QUOTE (Makki @ Apr 14 2012, 08:40 AM) *
would you mind adding the Huitzilpochtli Cyborg drone from Ghost Cartels?

Tried searching for "Huitzilpochtli" and "drone" separately and I can't seem to find it. What page is it on?
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Nebular
post Apr 14 2012, 03:41 PM
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QUOTE (ShadowWalker @ Apr 13 2012, 10:28 PM) *
When I add a commlink to the cyberware commlink it works fine, but as soon as I try to add anything to the commlink I get an exception. Can't delete the Commlink either.

This was a problem with the previous build I found while putting together a few NPCs. It was fixed in last night's update (build 365).

QUOTE (ShadowWalker @ Apr 13 2012, 10:28 PM) *
Also I am getting exceptions when I try to add mods to helmets and full helmets.
Also get an exception when I try to do an Add & More, and when I click on the mod after it's added. Can't delete the Mod either.

Found the problem! It's a side-effect of having to change how everything finds Gear with the recent modification to allow the infinite number of plugins. I'll have this fixed in the next update. For now, clicking Continue when you get the error will let you keep working.
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Hellfire
post Apr 14 2012, 06:38 PM
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Just noticed a few glitches:

- False front bioware (with or without mimic) currently adds twice its level to disguise skill, it should only by the level of the ware.
- Damage compensators seem to add their level between each CM penalty interval, they should only add the rating before the first CM penalty, as they only allow to ignore their level damage boxes total.
- if a char gets the quality "aptitude" through karma during career mode, you still cannot increase the skill beyond 6, only after saving and reloading.
- Fichetti Tiffany Needler, Raecor Sting, Ares Viper Slivergun should have AP +2 according to SR4A and reprinted Arsenal, same with Remington Roomsweeper with Flechettes, Mossberg AM-CMDT, Remington 990 with Flechettes and the Street Sweeper shotguns. I know this has been different in the "old" SR4 edition (it had been changed by errata), however according to my knowledge there is no official errata changing these weapon stats in SR4A. Even the latest November 2011 reprint of the SR4A rulebook still show these weapons with above AP values. Or are there any other RAW / official errata for SR4A that I don't know?

best regards
Hellfire
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Nebular
post Apr 14 2012, 08:16 PM
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QUOTE (Hellfire @ Apr 14 2012, 01:38 PM) *
Just noticed a few glitches:

- False front bioware (with or without mimic) currently adds twice its level to disguise skill, it should only by the level of the ware.
- Damage compensators seem to add their level between each CM penalty interval, they should only add the rating before the first CM penalty, as they only allow to ignore their level damage boxes total.
- if a char gets the quality "aptitude" through karma during career mode, you still cannot increase the skill beyond 6, only after saving and reloading.
- Fichetti Tiffany Needler, Raecor Sting, Ares Viper Slivergun should have AP +2 according to SR4A and reprinted Arsenal, same with Remington Roomsweeper with Flechettes, Mossberg AM-CMDT, Remington 990 with Flechettes and the Street Sweeper shotguns. I know this has been different in the "old" SR4 edition (it had been changed by errata), however according to my knowledge there is no official errata changing these weapon stats in SR4A. Even the latest November 2011 reprint of the SR4A rulebook still show these weapons with above AP values. Or are there any other RAW / official errata for SR4A that I don't know?

best regards
Hellfire

The Weapons you mentioned are all flechette weapons. As per the flechette rules from SR4A, flechette weapons should be +5 AP. The Runner's Toolkit is newer than the SR4A book and is the only one where they are correctly presented as having +5 AP. (I believe this was also raised on the SR4 forums right after the Runner's Toolkit came out and the Toolkit's version is supposed to be the correct one - despite its other misprints like Adept Power costs.)

I've updated the Bioware file so that the Damage Compensators apply to the Threshold's starting place instead of the distance between Thresholds.

The rest will be fixed in the next update.
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KarmaInferno
post Apr 15 2012, 03:27 AM
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QUOTE (Nebular @ Apr 14 2012, 11:35 AM) *
Tried searching for "Huitzilpochtli" and "drone" separately and I can't seem to find it. What page is it on?

Ghost Cartels, page 160

CODE
Huitzilopochtli Cyborg Bodyguard
   Reverse engineered from the popular Otomo model, AZT's Huitzilopochtli is a new entry into the cyborg market.
  
   Hand Accel Speed Pilot Body Armor Sensor Avail Cost
   +1   6/12  30    -     7    15    5      24R   175,000¥
   Upgrades and Mods: Armor (Concealed), Cyborg adaptation, Improved Sensor Array, Mechanical arm (2), Mimic (Rating 3), Touch Sensors


...annnd my pixie knows what drone she wants now.

(IMG:style_emoticons/default/smile.gif)



-k
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Nebular
post Apr 15 2012, 04:07 AM
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QUOTE (KarmaInferno @ Apr 14 2012, 10:27 PM) *
Ghost Cartels, page 160
...annnd my pixie knows what drone she wants now.

Ah, there it is! I've updated the Vehicles data file to include this and the DocWagon HTR as well.
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brumguvnor
post Apr 15 2012, 10:16 AM
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I just found the Chummer character creator and I am blown away; a ton of work has gone into this and I think the software - and the creators - are just excellent!

Is it just me, or is there no way to select nanotattoos in gear or bioware?
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Makki
post Apr 15 2012, 01:42 PM
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QUOTE (Nebular @ Apr 6 2012, 12:00 AM) *
Build 358[list]
[*]added options to print alternate uses for the Leadership and Arcana Skills on the character sheet (from War! and Street Magic respectively)

This seems not to work properly.

With both Options unchecked, they are still listed in the print.
Also, the new additional skills are not listed as Magical Skill and Social Skill, respectively, but have their own category: "Skill" and "Influence Skill", respectively.
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